#version 330 core 
layout (location = 0) in vec3 aPos; 
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;

uniform mat4 model; 
uniform mat4 view; 
uniform mat4 projection; 
void main() { 
    TexCoords=aTexCoords;
    Normal = mat3(transpose(inverse(model))) * aNormal;
    FragPos=vec3(model * vec4(aPos,1.0));
    gl_Position = projection * view * model * vec4(aPos, 1.0);
} 
